Paladin
Base Class: Paladin

Theocracy is often riddled with paradoxes of righteousness and violence, kindness and justice, trust and faith. Some charismatic philosophers realize that the true nature of reality could never be rooted in good or evil, abyssal or celestial. True nature is in balance, true nature is neutral. A paladin who made an oath of truth only desires to uncover the truest nature of things, people, and situations. They seek out emotional truths with just as much vigor as they seek esoteric ones. They view deception as a weaker beings way of avoiding the cold reality they face.

The Oath of Truth compels a paladin to avoid moral quandaries between religious fanatics, or a sense of obligation to a friend. The oath is taken only to explore deductive truth, made possible by arcane and divine means. The once subjectivity of the world cracks open in the Truthseekers fist. There is only one allegiance, and it's to the truth.

Channel Divinity: See Through the Lie

Your critical nature makes it difficult for anyone to lie to you. As a part of making an insight check you may use your channel divinity to automatically know if someone is lying. If the person is telling a half-truth, or something ambiguously true, you understand the ambiguity perfectly.

Channel Divinity: True Vulnerability

As an action you can shift your critical gaze towards a creature. That creature must make a deception check (Your spellcasting DC). If they fail, their vulnerabilities and resistances are revealed to you. Once you reach level 7, this feature succeeds automatically.

Aura of Doubt

Your ability to understand the nature of a person's soul makes it difficult for an enemy to strike you from melee range. If an enemy has the ability to lie, they must make a wisdom saving throw equal to your spellcasting DC whenever attempting a melee attack. If they fail they make the melee attack against you with disadvantage.

Rebuke of the Light

The truth you radiate is palpable and can be used as an arcane force. Whenever a creature you can see starts casting a spell from the school of illusion, transmutation, enchantment, or necromancy within 60ft of you, you may use your reaction to bend the nature of reality back to it's neutral place. The spellcaster must succeed on an intelligence saving throw equal to your spellcasting DC or take 6d6 psychic damage and have their spell interrupted. The creature takes half damage on a failed save.

Awakened Third Eye

You understand the world and it's imperfections with perfect clarity. As an action, you may awaken your third eye as a sigil of your god appears in light on your forehead. The third eye stays awake for 10 minutes. You gain the following benefits while it is awakened:

  • You automatically succeed on all charisma checks
  • You have advantage on all wisdom and intelligence checks made against or in regard to sentient creatures
  • Creatures cannot critically strike you
  • In combat, you have two reactions instead of one per turn

Once you use this feature, you can’t use it again until you finish a long rest.

 

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